3 /* WEP_##id */ BLASTER,
4 /* function */ W_Blaster,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
9 /* color */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* model */ MDL_BLASTER_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairlaser 0.5",
14 /* wepimg */ "weaponlaser",
15 /* refname */ "blaster",
16 /* wepname */ _("Blaster")
19 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
20 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, damage) \
23 w_cvar(id, sn, BOTH, delay) \
24 w_cvar(id, sn, BOTH, edgedamage) \
25 w_cvar(id, sn, BOTH, force) \
26 w_cvar(id, sn, BOTH, force_zscale) \
27 w_cvar(id, sn, BOTH, lifetime) \
28 w_cvar(id, sn, BOTH, radius) \
29 w_cvar(id, sn, BOTH, refire) \
30 w_cvar(id, sn, BOTH, shotangle) \
31 w_cvar(id, sn, BOTH, speed) \
32 w_cvar(id, sn, BOTH, spread) \
33 w_cvar(id, sn, NONE, secondary) \
34 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
35 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
36 w_prop(id, sn, string, weaponreplace, weaponreplace) \
37 w_prop(id, sn, float, weaponstart, weaponstart) \
38 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
39 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
42 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
43 .float blaster_damage;
44 .float blaster_edgedamage;
45 .float blaster_radius;
47 .float blaster_lifetime;
52 void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
53 void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
55 void W_Blaster_Touch(void)
59 self.event_damage = func_null;
65 self.blaster_edgedamage,
70 self.projectiledeathtype,
77 void W_Blaster_Think(void)
79 self.movetype = MOVETYPE_FLY;
80 self.think = SUB_Remove;
81 self.nextthink = time + self.blaster_lifetime;
82 CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
85 void W_Blaster_Attack(
97 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
99 W_SetupShot_Dir(self, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
100 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
102 entity missile = spawn();
103 missile.owner = missile.realowner = self;
104 missile.classname = "blasterbolt";
105 missile.bot_dodge = true;
106 missile.bot_dodgerating = atk_damage;
107 PROJECTILE_MAKETRIGGER(missile);
109 missile.blaster_damage = atk_damage;
110 missile.blaster_edgedamage = atk_edgedamage;
111 missile.blaster_radius = atk_radius;
112 missile.blaster_force = atk_force;
113 missile.blaster_lifetime = atk_lifetime;
115 setorigin(missile, w_shotorg);
116 setsize(missile, '0 0 0', '0 0 0');
118 W_SetupProjVelocity_Explicit(
129 missile.angles = vectoangles(missile.velocity);
131 //missile.glow_color = 250; // 244, 250
132 //missile.glow_size = 120;
134 missile.touch = W_Blaster_Touch;
135 missile.flags = FL_PROJECTILE;
136 missile.missile_flags = MIF_SPLASH;
137 missile.projectiledeathtype = atk_deathtype;
138 missile.think = W_Blaster_Think;
139 missile.nextthink = time + atk_delay;
141 MUTATOR_CALLHOOK(EditProjectile, self, missile);
143 if(time >= missile.nextthink)
145 WITH(entity, self, missile, missile.think());
148 bool W_Blaster(entity thiswep, int request)
154 if(WEP_CVAR(blaster, secondary))
156 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
157 { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
159 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
162 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
171 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
175 WEP_CVAR_PRI(blaster, shotangle),
176 WEP_CVAR_PRI(blaster, damage),
177 WEP_CVAR_PRI(blaster, edgedamage),
178 WEP_CVAR_PRI(blaster, radius),
179 WEP_CVAR_PRI(blaster, force),
180 WEP_CVAR_PRI(blaster, speed),
181 WEP_CVAR_PRI(blaster, spread),
182 WEP_CVAR_PRI(blaster, delay),
183 WEP_CVAR_PRI(blaster, lifetime)
185 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
188 else if(self.BUTTON_ATCK2)
190 switch(WEP_CVAR(blaster, secondary))
192 case 0: // switch to last used weapon
194 if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
199 case 1: // normal projectile secondary
201 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
204 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
205 WEP_CVAR_SEC(blaster, shotangle),
206 WEP_CVAR_SEC(blaster, damage),
207 WEP_CVAR_SEC(blaster, edgedamage),
208 WEP_CVAR_SEC(blaster, radius),
209 WEP_CVAR_SEC(blaster, force),
210 WEP_CVAR_SEC(blaster, speed),
211 WEP_CVAR_SEC(blaster, spread),
212 WEP_CVAR_SEC(blaster, delay),
213 WEP_CVAR_SEC(blaster, lifetime)
215 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
227 BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
233 self.ammo_field = ammo_none;
240 return true; // laser has infinite ammo
245 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
249 case WR_SUICIDEMESSAGE:
251 return WEAPON_BLASTER_SUICIDE;
256 return WEAPON_BLASTER_MURDER;
263 bool W_Blaster(entity thiswep, int request)
267 case WR_IMPACTEFFECT:
270 org2 = w_org + w_backoff * 6;
271 pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
272 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
282 // no weapon specific image for this weapon